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severin

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Everything posted by severin

  1. Get hype.
  2. Throw > 5DD > 2DD> 6C > Dash > 2DD > j.2C > j.DD > j.214D
  3. Can I bring my Paragon for the soothing acoustic guitar part of this? Also, Soniti: Hazama mirrors all day. Bet it. Motherfucking snakes on a motherfucking chain.
  4. If 6a is unchanged, we can still dash 6a 6c. Also, this is only the first loketest, expect her final version to be different. Jeez guys.
  5. Reria does shitty combos in general. Ribaia is where it's at.
  6. She can get 6.5k on tager midscreen. Watch out yo.
  7. It works on Ragna, Bang, Tager, Litchi (difficult), Nu (Difficult), and Tao. On Litchi and Nu, it makes it easier if you change the ender to 2DD > Delay 6DD > 2DD > j.DD > dj.DD > 214D. Yes it is less damage, but getting the 2DD after the 214A is a bit inconsistent with those two, and you have to drop a lot of hits from your C's if you want a 6A > j.DD to connect. Edit: Yeah, what that guy said :P Edit 2: Apparently you can get a 3C > 214A to connect if you hit someone point-blanc with a 214D~C. Oddly enough, it only does slightly more damage than the 6B > 3C > 214B combos.
  8. Because nobody's posted anything in here for a while. Rachel midscreen: CH 2C > 6C > Dash > j.C > j.2C > j.214D > land > Dash > 5DD > 6DD > 2DD > 2147D > Land > Dash > 5DD > 6DD > 2DD > sj.DD > dj.DD > 214D (6100~) Slightly easier version: CH 2C > 6C > Dash > j.C > j.2C > JC > j.C > j.2C > j.214D > Land > Dash > 5DD etc etc (~5700) also: 6A is 11f, 2C is 9f 6A is upper body invulnerable from 5-13. Then again, 2C might as well be upper body invulnerable
  9. copy-pasted from the vs. ragna thread:
  10. Updated.
  11. Okay, time for a quick combovideo analysis post. http://www.youtube.com/watch?v=m05cwZxYJk0&feature=sub Combo #1 Meaty Second Hit of 4B > j.C > j.2C > Land > 2DD > j.C > j.2C > Land > 2DD > j.2C > dj.DD > 214D (~4600) Analysis: This is perfectly usable on a lot of the larger cast, however, the distance and timing for the 4B is what's really crucial here. It has to be done as meaty as possible, and as far as possible. In other combo videos, you see this being done after a 3C knockdown. I find dashing with the 4B makes it rather difficult thanks to the vacuum effect of the 4B. Also, if you don't think your positioning is right for the second rep of the j.C > j.2C > Land etc, just go to j.2C > dj.C > j.2C > 214D, which is way easier, and still nets around 3900. Combo #2 6B > 3C > 214B > Dash > 2C > j.C > j.2C > j.214D > Land > Dash > 3C > 214A > 2DD > 2147D > 5DD > j.DD > j.2DD > dj.DD > 214D (~6400) Analysis: This is a perfectly usable combo on Bang, and especially Tager. The main reason for the 6B it seems, is for positioning (a 5B can also be used), as it won't combo from a point-blank 3C, but will from one at maximum 214B range. I suspect the reason for this is because, as the framedata suggests, the field will only last its full 180F if the opponent touches the field, and having a max range 214B from the 3C ensures that they will be pushed in. It's entirely possible to combo it from a vanilla 3C, but your positioning is going to have to be very specific. Combo #3 5DD (blocked) > 236D > RC > 6C > Wallbounce > 2C > 6C > Walbounce > 2C> j.C > j.2C > j.214D > Land > 3C > 214A > 2DD > Delay 6DD > 2DD > sj. DD > dj.DD > j214D > Land > 3C (~7000) Analysis: This combo works pretty stably on Bang, Tao, Jin, Ragna, Litchi, and Tager (but hey, there's more damaging options for him, and also, what are you doing so close to him in the corner anyway). The hardest part of this combo is going to be the dj.DD, but that can be omitted, and instead followed up with 214D > Land > 3C > 236D and the combo will still be about 6800. Combo #4 Throw > Dash > 3C > 214A > Dash > 6A > 2147D > Land > Dash > 3C > 214B > 2DD > Delay > 6DD > 2DD > j.DD > dj. DD> j.214D (~4300) Analysis: Works on Litchi, Ragna, Jin, and Tao. If you feel like spending the extra effort for about 300 or so more damage than the standard throw combo, feel free. Combo #5 Airthrow > Land > RC > 6C > Wallbounce > 2C > j.C > j.2C > dj. D > j.214D > Land > 5DD > 2147D > Land > 5DD > 2DD > 2147D > Land > 5DD > j.DD > j.214D > Land > 3C (~6800?) Analysis: This one is really, really, really spacing specific. If you don't have your airthrow placed perfectly, the aircombo will put you at the wrong height for the j.D > j.214D, and your opponent can tech out of the 5DD relaunch. Also, a common mishap is that the j.2C will start whiffing midway through the combo. It just doesn't seem worth it. Combo #6 CH 2C > 6C > Dash > 6DD > 2DD > Act Pulsar forward > 2DD > 2147D > Land > Dash > 5DD > 6DD > 2DD > 2147D > Land > Dash > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D > Land > 3C (~5400) Analysis: Unless you regularly find yourself absolutely in the corner against Rachel, I can't see much use for it. The 6DD 2DD will only combo to the right height only if you are absolutely in the corner. Also, a lot of the initial sword juggles are surprisingly strict. Also, I can't find much use for it, seeing especially as the standard Rachel CH 2C combo does 5300 already. Combo #7 CH 2C > 6C > Dash > j.C > j.2C > dj.C > j.2C > 214D > Land > Daaaaaash > 3C > 214A > 2DD > 6DD > 2DD > j.DD > dj.DD > j.214D > Land > 3C (~6500) Analysis: Seems to work best from around opponent starting position if you want the 3C followup. If you're further away from the corner, you can RC the 214D or the 236D for easy damage options. Combo #8 AA 2C > j.C > j.2C > dj.C > j.2C > j.214D > RC > Land > Dash > 6C > Wallbounce > Dash > 2DD > 6C > Wallbounce > 2DD > j.DD > dj.DD > j.214D > Land > Dash > 3C > 236C (7000) Analysis: Works best at around opponent starting position. As usual, you can omit the second j.C > j.2C in order to make it easier, at the cost of about 400 damage. This combo works best on characters with Ragna-sized or larger hitboxes. Combo #9 Silly Combovideo stuff I'm not gonna bother with or transcribe Combo #10 4DD > Act Pulsar forward > 5B > 4B > 214A > j.C(1) > j.214D > Land > Dash > 3C > 214B > 2DD > Delay > 6DD > 2DD > j.DD > dj.DD > j.214D (3800) Analysis: Well, the good news about this combo, is that if you manage to get the spacing (almost fullscreen), and the field after the 4B right, this combo is decently easy. The bad news however, is that landing the field after 4B is a huge pain in the ass to do, and I was not able to get it consistently at all. Also, for some reason, the 5B after the Act Pulsar seems to combo most consistently on Noel of all people. Combo #11 2147D > RC > Land > 5DD > 2147D > Land > Dash > (5DD > 2147D > Land)x5 > 5DD > j.DD > j.2DD > j.214D > Land > 3C (~5500) Analysis: Silly Corner Loop. I'm sure this will have some utility in bang combos in the future. Combo #12 Burst > Dash > 236D~C > RC > Dash > 6C > Dash > 2C > j.C > j.2C > j.214D > Land > Dash > 3C > 214A > 2DD > Delay > 6DD > 2DD > j.DD > dj.DD > j.214D > Land > 3C (~6200) Analysis: This is another one of those I just couldn't get to connect for some reason, sorry guys. Combo #13 Burst > 6C > Wallbounce > 2C > 6C > Wallbounce > 2C > j.C > j.2C > dj. D > j.214D > Land > 5DD > 2147D > Land > 5DD > 2DD > 2147D > Land > 5DD > j.DD > j.214D > Land > 3C (~7100) Analysis: Much like the previous Rachel combo, this one is very distance specific, very strict with the sword juggles, all that stuff. I'd love if my execution were good enough to provide a decent analysis for this one, but I think I've gotten the full thing all of once ever. Combo #14 Counter Assault > RC > 2C > j.C > j.2C > dj.C > j.2C > j.214D > Land > Dash > 5DD > 6DD > 2DD > j.DD > dj.DD > j.214D (~2500) Analysis: Perfectly doable on Rachel and Tager, for those situations you really want that 2500 damage, and you're looking for a break. Combo #15 6B > 5C(1) > 4B (first hit whiffs) > j.C > j.2C > dj.C > j.2C > j.214D > Land > Dash > 5DD > 2147D > Land > 5DD > 2DD > 2147D > Land > 5DD > 6DD > j.DD > j.214D > Land > 3C > 236C (~7300) Analysis: Pretty, but no, you are not going to be able to this combo. Just, no. The spacing to get the first hit of 4B to whiff, and the second to hit is just not going to happen, also, if you whiff both hits, you eat a rachel 5B to the face. Combo #16 4B (first hit whiffs) > RC > Dash > (2DD > Act Pulsar forward)x3 > 2DD > 4DD > Act Pulsar backwards > 2DD > Delay > 6DD > 2DD > j.DD > dj.DD > j.2DD > j.214D (~3700) Analysis: Combo #17 It does OVER NINE THOUSAND damage. Analysis: Dang.
  12. Good games to everyone I played today. Great fun. Also:
  13. Mind you, it's only possible if you get the second hit only, and very late into the second hit. Also, if you get a counter hit, the vacuum effect will often put them behind you, making it impossible to combo.
  14. Bang, Rachel, and Tager have tall OTG hitboxes, allowing the super to hit.. Bang's is more situational than the other two if I recall correctly (I say this from a Nu perspective).
  15. The j.2DD is usually unnecessary. If you time the first j.DD early, you can just continue with another j.DD. You do have lots and lots of time to do the j.2DD unless it's at the end of a really long combo. If you watch any Inoue vids, you'll notice he really delays his sword juggles.
  16. Infectellect, if the Nu player is in Ragna pressure in the first place, they've done something wrong. However, since apparently I'm not helpful enough, here's some more. If a ragna likes doing 5B > 5C > 5D as a block string, barrier the first two hits, backdash, and if he whiffs the 5D, you'll be at the perfect distance to 5DD 4DD IAD B C etc. Ragna's 5D dash cancel is punishable by 3C if you instant block the second hit, and can lead into a 214A combo. If he doesn't dash cancel the 5D, he's at -26 even if you don't IB it. Punish with 5DD IAD j.2C j.B etc. Watch out for TK gauntlet hades, learn the range, don't whiff 5D too much in that range, as TK gauntlet hades goes right over it, and if it hits, can combo for 4100 damage. If you block a TK GH, you can punish with 5a into whatever, if you IB it, you can punish with 2C. If he does the follow up, and you block, just punish with 2C. I'd just punish between hits, as he can't exactly hit you out of anything with the follow-up if I recall correctly. Hells fang is tricky. If you instant block or instant barrier the first hit, you can sometimes backdash the followup, but it's inconsistent. Early 2C either beats or trades with HF, and if it beats it, you get a juicy CH 2C combo. 5C has to be done in a pretty predictive manner due to its slow startup (14f), but it seem to be pretty reliable in beating it. 3C isn't really a good option, as you have to more or less guess with it. However, as Se7enFrost said, IAD backdash is a pretty safe option if you're at a reasonable distance, as it puts you exactly where you want to be. You're at a position to punish if you guess right, and if you guess wrong, you just bought yourself some space, and ragna can't do much of anything to punish it. If you must mash something, mash 5a, it's your fastest move.
  17. I haven't been able to get it off of a 2147D CH, only shortened versions. What I currently do off of a 2147D CH on non rachel/tager characters, is: CH 2147D > Dash > 214A > 2C > j.C > j.2C > 214D > Dash > 3C > 214A > 6A > j.DD > 214D > 3C > 236D (~5000)
  18. Block more, instant block, barrier, block some more, look for a hole in his pressure in which to backdash.
  19. Ever find yourself anti-airing an IAD-ing opponent at close range with a 2D? Yeah, me neither. 2DD > Neutral j.C > j.2C > Land > 2DD > Neutral j.C > j.2C > Land > 2DD > j.2C > j.2DD > 214D (~4500) With 50% Heat 2DD > Neutral j.C > j.2C > Land > 2DD > Neutral j.C > j.2C > Land > 2DD > 2147D > Dash > 3C > 236D > RC > 5DD > 6DD > 2DD > j.DD > dj.DD > 214D (~5700)
  20. 2C, 6C, any grounded D, it's called Act Pulsar. IT'S CALLED ACT PULSAR. IT'S CALLED ACT PULSAR.
  21. Usually, it's not so much the timing of the 2DD, but rather the Neutral j.C, as the j.2C has to land almost immediately. The timing is tricky at first, but the way I think of it, is after the 2DD I time the jump so that the peak of Nu's jump intersects with the middle of the opponent's falling hitbox, and doing the j.C there. I also find it easier (and more damaging!) when you hit the 2C from further away. In other news, off a counter hit 6C (like that ever happens on anyone but tager) on Jin (and probably the rest of the cast) CH 6C > Dash > 2DD > Delay 6C > Dash > 2DD > Neutral j.C > j.2C > Land > 2DD > j.2C > dj.DD > 214D (~5000) This has too many hits to be done as a 2C 6C wheel RC followup sadly.
  22. ATTENTION INTERNET! THIS JUST IN! A TAGER CH 2C COMBO THAT DOES MARGINALLY MORE DAMAGE THAN THAT OTHER TAGER/RACHEL CH 2C COMBO. 2C > 6C > Dash > 2DD > Neutral j.C > j.2C > Land > 2DD > 2147D > 5DD > 6DD > PEW PEW PEW ETC (~5800) BACK TO THE LAB also caps
  23. COUNTER!
  24. Quick correction. The only character it doesn't seem to work on is Bang oddly enough (I just tested the other characters) In terms of other IAD combos. I've been messing around a lot with 5DD > IAD > j.2C > j.B > Land > 2C > Whatever. It seems to work on everyone, but at the same time, execution-wise, it seems pretty inconsistent. The combo doesn't seem to be all that picky about range, when I recorded it, it worked more or less at any close to mid-range 5D. I'm suspecting there's something to do with the height of the IAD. For instance, a standard 956 IAD seems to miss the j.B, but if I delay the 6 a bit, it seems to connect more readily.
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